Sketching User Experiences

Recently a good friend turned me on to this classic Book, Sketching User Experiences by Bill Buxton.
The general concept is simple:
The fidelity of a sketch is as important as the content of a sketch.
For example, if a sketch is rough and quick, the audience infers that this idea is open to interpretation, their input, and allowed to be shaped by the person viewing it (not just the person who drew it and presented it.)
This simple concept has come up recently with my work at Britelite Immersive. We are a full service immersive design shop and the nature of our work requires us to do much exploration with our clients to learn their needs in order to figure out the best solution to meet those needs (which are often complex and require some research to fully understand.)
As such, the fidelity of the sketches we present along the way serve as communication for the place we are in the process, along with the ideas we are communicating. Present something with too high fidelity too early, and we break the communication, even if the idea is sound.
This simple graph from the infamous Scott McCloud Understanding Comicsillustrates this concept rather well:
We see this concept across other industries, like storyboards for Film, or screen ui mockups for UX. Part of what I love about Britelite is that we get to combine these different disciplines together to create new forms of media, and part of the challenge with that is to embrace the different workflows and language of various established industries.